Wednesday, 21 March 2012

These are the settings I did int he post processing box i was testing out for the end of the level. Obviously you can play with midtones as well, might create a better transition. The hard this is the timing as you don't want it to fade out too quickly and you don't want it to drag on.

Monday, 19 March 2012

I just put this up here as back up on what I'm doing, the kismet above is all about opening a door once you have a key which you get once the animation for the slot machine is over. So its not that hard. Tore my hair out for hours trying to figure it out and to find one tick box that had to be checked. I love UDK soooooooo much. I cant be bothered to go through the sequence of nodes i pressed here but i will in my design doc :)

This small piece of kismet controls a thing disappearing in a scene, i took notes on this one as it is smaller;

-Put builder brush around object you want to disappear

- go to volumes and set trigger volume

-open up kismet with the volume selected and go to "NewEventUsingTriggerVolume_0" "Touch"

-Add Action > Toggle > Togglehidden, have the mesh you want to disappear selected when you do this

- Connect Touched to toggle

-Click add New Object Var Using Interactor and connect it to target

-Then what should happen is when you enter the trigger volume the mesh disappears

-Note that i have been reading about how collision meshes don't disappear so i have to be careful. Though when you convert a static mesh to a interactor it sets it to no collision so that's fine. For the door in the first kismet i need to set it to block all to not allow the player to walk through the door.

Saturday, 17 March 2012

So here is what i did to make the flickering lights affect a certain area on the texture map. using the emmives i just multiplied it into the flickering texture. pretty simple. Then you just create another copy of this for the light function and link the floor to the emisive. You can delete the things are being used. Remember not to change any of the settings because then the light wont work in the same time as the texture flicker. Remember to set it as a light function in the mutally excessive or whatever its called box and you are all set. Remember lights must be moveable for a light function to be added :)

Tuesday, 13 March 2012

You plug this into emmisive slot also go down in the mutally exclusive thingy majoby slot and tick use as a light function. You then go into the light go to light component > light component and tick the blue box to the right side to add a function. Then get the material you just made and click the green arrow desu :) Then you copy and paste the same stuff as in the material just made and put it into the texture map of the asset you want it on. You then multiply all those nodes with the emmisive and plug it into the emmisive slot and it should work and be timed perfectly :O

Saturday, 10 March 2012

Sparing a few tweaks, this is pretty much done now. Rebuilt the lighting (presentation lighting was AWFUL :<) and threw some extra things in there too. Tried to capture the very eery ultraviolet look of my concept from way back, with the super blue and the mist. I haven't got the subtle smoke in there yet, need to get that particle from Samuel de le Pink next week.

After long ardous hours of research and trying out different methods I finally got advice from my god Aymen-sama and we worked out that one tick bok was the all the difference. How many hours did i research? How many times did I try to get this to work when it was jsut one tick box.....fuck my life. So to clarify you tick two sided separte pass box and have it as a transparent material and everything should work just fine :)

I need to sit down and create a nice material for the tenting itself; the ones I've created previously haven't put across the effect we agreed on in our concepts. However, this area is otherwise done. I will go back and do the tent material at the end, it is not vital at the moment. Since the presentation, I've gone back, reorganised the area and re-lit it. I will be doing the same for all areas, one by one, and hopefully we'll have a finished level by the end of this weekend. We can then spend next week just tweaking.

Saturday, 3 March 2012

Okay I was trying to go out cube mapping for the windows, below is what i did. I got is mostly working, take into account I just used a random texture sample and not a proper image. The picture below tells how to do it, but as it states i have a problem. Remember when I had to put the blue channel of the texture into transmission mask to make the object opaque and the glass transparent in the GlassWalkway mesh? Well I did try the same here in order to make the window frame opaque but it just wouldn't work. I'm not sure how to fix it and I'm tired and can't be assed tonight so i will research into it another time. You can try research it for me if you like, I've also seen people do distortion maps on the glass but to me it just looks like the glass on bathroom windows.